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- Programming gameport drivers
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 1. A basic classic gameport
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If the gameport doesn't provide more than the inb()/outb() functionality,
- the code needed to register it with the joystick drivers is simple:
- struct gameport gameport;
- gameport.io = MY_IO_ADDRESS;
- gameport_register_port(&gameport);
- Make sure struct gameport is initialized to 0 in all other fields. The
- gameport generic code will take care of the rest.
- If your hardware supports more than one io address, and your driver can
- choose which one to program the hardware to, starting from the more exotic
- addresses is preferred, because the likelihood of clashing with the standard
- 0x201 address is smaller.
- Eg. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then
- 0x218 would be the address of first choice.
- If your hardware supports a gameport address that is not mapped to ISA io
- space (is above 0x1000), use that one, and don't map the ISA mirror.
- Also, always request_region() on the whole io space occupied by the
- gameport. Although only one ioport is really used, the gameport usually
- occupies from one to sixteen addresses in the io space.
- Please also consider enabling the gameport on the card in the ->open()
- callback if the io is mapped to ISA space - this way it'll occupy the io
- space only when something really is using it. Disable it again in the
- ->close() callback. You also can select the io address in the ->open()
- callback, so that it doesn't fail if some of the possible addresses are
- already occupied by other gameports.
- 2. Memory mapped gameport
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- When a gameport can be accessed through MMIO, this way is preferred, because
- it is faster, allowing more reads per second. Registering such a gameport
- isn't as easy as a basic IO one, but not so much complex:
- struct gameport gameport;
- void my_trigger(struct gameport *gameport)
- {
- my_mmio = 0xff;
- }
- unsigned char my_read(struct gameport *gameport)
- {
- return my_mmio;
- }
- gameport.read = my_read;
- gameport.trigger = my_trigger;
- gameport_register_port(&gameport);
- 3. Cooked mode gameport
- ~~~~~~~~~~~~~~~~~~~~~~~
- There are gameports that can report the axis values as numbers, that means
- the driver doesn't have to measure them the old way - an ADC is built into
- the gameport. To register a cooked gameport:
- struct gameport gameport;
- int my_cooked_read(struct gameport *gameport, int *axes, int *buttons)
- {
- int i;
- for (i = 0; i < 4; i++)
- axes[i] = my_mmio[i];
- buttons[i] = my_mmio[4];
- }
- int my_open(struct gameport *gameport, int mode)
- {
- return -(mode != GAMEPORT_MODE_COOKED);
- }
- gameport.cooked_read = my_cooked_read;
- gameport.open = my_open;
- gameport.fuzz = 8;
- gameport_register_port(&gameport);
- The only confusing thing here is the fuzz value. Best determined by
- experimentation, it is the amount of noise in the ADC data. Perfect
- gameports can set this to zero, most common have fuzz between 8 and 32.
- See analog.c and input.c for handling of fuzz - the fuzz value determines
- the size of a gaussian filter window that is used to eliminate the noise
- in the data.
- 4. More complex gameports
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- Gameports can support both raw and cooked modes. In that case combine either
- examples 1+2 or 1+3. Gameports can support internal calibration - see below,
- and also lightning.c and analog.c on how that works. If your driver supports
- more than one gameport instance simultaneously, use the ->private member of
- the gameport struct to point to your data.
- 5. Unregistering a gameport
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Simple:
- gameport_unregister_port(&gameport);
- 6. The gameport structure
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- struct gameport {
- void *private;
- A private pointer for free use in the gameport driver. (Not the joystick
- driver!)
- int number;
- Number assigned to the gameport when registered. Informational purpose only.
- int io;
- I/O address for use with raw mode. You have to either set this, or ->read()
- to some value if your gameport supports raw mode.
- int speed;
- Raw mode speed of the gameport reads in thousands of reads per second.
- int fuzz;
- If the gameport supports cooked mode, this should be set to a value that
- represents the amount of noise in the data. See section 3.
- void (*trigger)(struct gameport *);
- Trigger. This function should trigger the ns558 oneshots. If set to NULL,
- outb(0xff, io) will be used.
- unsigned char (*read)(struct gameport *);
- Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be
- used instead.
- int (*cooked_read)(struct gameport *, int *axes, int *buttons);
- If the gameport supports cooked mode, it should point this to its cooked
- read function. It should fill axes[0..3] with four values of the joystick axes
- and buttons[0] with four bits representing the buttons.
- int (*calibrate)(struct gameport *, int *axes, int *max);
- Function for calibrating the ADC hardware. When called, axes[0..3] should be
- pre-filled by cooked data by the caller, max[0..3] should be pre-filled with
- expected maximums for each axis. The calibrate() function should set the
- sensitivity of the ADC hardware so that the maximums fit in its range and
- recompute the axes[] values to match the new sensitivity or re-read them from
- the hardware so that they give valid values.
- int (*open)(struct gameport *, int mode);
- Open() serves two purposes. First a driver either opens the port in raw or
- in cooked mode, the open() callback can decide which modes are supported.
- Second, resource allocation can happen here. The port can also be enabled
- here. Prior to this call, other fields of the gameport struct (namely the io
- member) need not to be valid.
- void (*close)(struct gameport *);
- Close() should free the resources allocated by open, possibly disabling the
- gameport.
- struct gameport_dev *dev;
- struct gameport *next;
- For internal use by the gameport layer.
- };
- Enjoy!
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